|Commander / EDH||Legal|
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If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.
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Gemstone Caverns Discussion
1 week ago
I play 5 colour combo and even though I have all fetchlands, shocklands and duals available, I don't play all of them. Of course, you can play all 10 fetchlands, that's for sure. In my case my dominant colour is green, so I play all duals and shocklands with green. The second most important colour is White, followed by black and blue...so I play all the duals (not shocklands) that include White as well. I have left out UR because that combination is something I don't want to draw into at all and I'm still unsure if BR is justified.
Depending on the deck you might want to play stuff like Gaea's Cradle or Cavern of Souls, Gemstone Caverns and of course Command Tower because it's better than a dual when in play (even though not fetchable). You should leave some space for a few Basic lands, preferrably in the colour that helps you best in dealing with Blood Moon. And then it's pretty much over with the free Slots, because you will either have a shitload of mana dorks like Birds of Paradise, Noble Hierarch, Bloom Tender, Elves of Deep Shadow and whatever you Need, or you have a similar amounnt of artifacts, such as Chrome Mox, Mox Diamond, Lotus Petal, Chromatic Lantern, Coalition Relic, Fellwar Stone,...or a combination of both. You don't want more than 33 lands if you run enough nonland mana sources.
Do yourself a favour and don't play lands that come into play tapped or even worse, the ravnica bounce lands...bringing a land tapped can be a free timewalk for your opponent and you don't want that to happen, do you?
2 weeks ago
I have to write a new description of the combo chain, sorry about that.
For now, click on the "First Draft" spoiler in the description and ignore option A.
Basically, it's that this deck has enough ramp that you can reliably get to 8 mana on turn 3 or 4. Once you do you play Razaketh, and if you have at least 2 creatures then you can tutor for everything you need to win on the spot. The only thing that's changed since my first draft is that now plan A is to chain tutor all the 0-drop creatures multiple times with Genesis Chamber, No Rest for the Wicked, and Yawgmoth's Will and then gain enough life though storm to kill everyone with Aetherflux Reservoir.
I'm definitely not cutting Gemstone Caverns though, because it's fantastic, but I'll find a spot for it.
2 weeks ago
3 weeks ago
Awesome deck! Really enjoy the creativity of it! After looking through it for a bit, id say the big thing would be to try and make Blood Artist a four of (extra damage through opponents dying tokens), and Gemstone Mine a four of (by taking out 2x Aether Hub 1x Gemstone Caverns 1x Swamp, since you have the Urborg).
Again, really cool deck concept and I am definitely considering building it! :D
1 month ago
Gemstone Caverns does not make the deck faster, it makes it slower. getting rid of a card in hand is not what you want to do, and if you draw it at any point after your opening hand, it only adds colorless mana. a fetchland would be better. a Gemstone Mine would be better. infect already does well in competitive tournaments, and they never use Gemstone Caverns.